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Post by orangemittens on Mar 16, 2015 15:16:31 GMT -5
The picture you're showing is how your Blender addons section for Sims 4 Studio addons should look.
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Post by Aquamarine-DreaM on Mar 17, 2015 3:01:22 GMT -5
I try to explain) I made a new mesh picture. It has 7 recolor. But the bump map 1 = 7 recolor. Can I for each picture to make bump map ( 7 package) and then merge then into one package?)Should I do that or not?
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Post by orangemittens on Mar 17, 2015 7:49:30 GMT -5
There is one bump map per .package. If you want to use a different bump map for the painting you need to clone your item as custom content and overwrite the old bump map with a new one. Alternatively, you could add the extra bump and change the reference ID's so it was associated with the swatch you want it to go with. In the future Studio can allow the addition of extra bumps per .package as an alternate choice but that will never be the default because it not commonly needed or desirable.
msteaqueen, I haven't seen any good tutorial on converting from Sims 2 to Sims 4 either. I will write one and post in in the tutorial section here.
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Post by serenagarith on Mar 17, 2015 8:04:17 GMT -5
msteaqueen, I haven't seen any good tutorial on converting from Sims 2 to Sims 4 either. I will write one and post in in the tutorial section here. Oooh those words went straight to my heart
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Post by msteaqueen on Mar 17, 2015 8:10:12 GMT -5
There is one bump map per .package. If you want to use a different bump map for the painting you need to clone your item as custom content and overwrite the old bump map with a new one. Alternatively, you could add the extra bump and change the reference ID's so it was associated with the swatch you want it to go with. In the future Studio can allow the addition of extra bumps per .package as an alternate choice but that will never be the default because it not commonly needed or desirable.
msteaqueen, I haven't seen any good tutorial on converting from Sims 2 to Sims 4 either. I will write one and post in in the tutorial section here. OM, you just made my day! Doing the happy dance...
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Post by dltn43 on Mar 19, 2015 14:37:43 GMT -5
The picture you're showing is how your Blender addons section for Sims 4 Studio addons should look. Thanks OM! I had misread that one part. I thought that both were to be checked.
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Post by dltn43 on Mar 19, 2015 14:43:43 GMT -5
I'm having an issue with step #15 in the 1st tutorial.
"15. Click the Limit Selection button to turn it off (by default the .blend from Studio has it turned on). This will allow you to select vertices on the back side of the mesh as well as on the front of the mesh. Then click b on your keyboard to bring up the box select lines. Hold down your right mouse button and drag the lines so they surround the two visible vertices on the left side of the box mesh. When the box surrounds them let go of the mouse button. The selected vertices will turn orange."
After clicking "b" it does bring up the box select lines but when I hold down the right mouse button the lines disappear. What am I doing wrong?
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Post by orangemittens on Mar 19, 2015 15:00:45 GMT -5
You aren't doing anything wrong that I didn't tell you to do. I accidentally wrote right mouse button and that should say left mouse button. I apologize for the confusion and I'm fixing the tutorial now.
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Post by andrew on Mar 21, 2015 23:29:33 GMT -5
Hi mrmayhem, I'm not sure what you mean by sit style, could you show a picture of what you mean and explain how you changed the rig that ended up not working how you want? thanks orangemittens for the fast reply. and sorry for my bad english that make u didn't get it. what i mean by the sit style is a sitting position. here's the original EA's default chair rig & sitting position: i tried edit the rig just for my curiosity to see what will happen, but when imported to the game, there's nothing changes, still has the default sitting position. is it impossible yet to edit the rig? or i did something wrong with it? here's the edited rig, i made it to move the sim's feet out enough from the default feet's postition, n i tried too to not move forward the very bottom one, but still didn't change : ah i'm almost forgot, i noticed that every objects have a various texture map size not likely on clothes map 1024x2048. Is there no limitation for the texture map size that we should use? That would be great if we can make a bigger map for a great detail, although it'll impact the packages file size. thanks. Hey mrmayhem, Editing the rig in Blender is definitely on our list and has been since we got object meshing, but it is not there yet. Currently the only way we can change it is by editing the numbers in the Warehouse. Blender can help with the numbers, and after you change the numbers, you could export the mesh/rig back to a new .blend and see the results. Textures for objects can vary in size as long as you keep them at powers of 2. I'd still try and stick with whichever size the original object had though or at least the same proportions since there have been reports where some people see question marks on walls that were made with a different size than the original.
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Post by Aquamarine-DreaM on Mar 22, 2015 3:39:10 GMT -5
Good day! I have a desire to make such a table. I did. There are several problems (screenshot) 1) Top texture is divided into 2 triangles 2) How can I change the bind bones to a new mesh? 3) How to change the shadow? It left from the "old" mesh
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Post by orangemittens on Mar 22, 2015 12:12:12 GMT -5
Hi zonbka, I wrote a start to finish object tutorial for beginners and the first section of it is posted here: www.sims4studio.com/thread/856/finish-object-tutorial-absolute-beginners. I still have one section to finish on it but the sections that are done go over issues like the shadow mesh. You don't need to change the bind bones as long as the initial item you've cloned has only a single bone. If that item has only one bone in the joint list Studio will manage the bone assignment for you so you don't need to worry about it.
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Post by Aquamarine-DreaM on Mar 22, 2015 13:31:10 GMT -5
orangemittens, thanks for the reply! It really helped me! I removed the bones of the "old" mesh, S4S made a new bone. now the items are correctly! Thanks to You and your work, I can make own content for the game TS4!
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Post by orangemittens on Mar 22, 2015 15:29:31 GMT -5
I'm so glad it's working well for you
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mrmayhem
New Member
I GOT THIS.
Posts: 6
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Post by mrmayhem on Mar 28, 2015 13:40:20 GMT -5
wow such a great idea to see them on blender, never thought that way either. Thanks andrew for ur help! wish the future studio will have slot and rig editor directly on Blender n have a model preview like on the animation's rig not just as a stick. Thanks!
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Post by orangemittens on Mar 28, 2015 13:55:13 GMT -5
Hi mrmayhem, the goal is that all resources that benefit from a 3D view while editing them will be do-able in Blender with a useful model.
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